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Level Up.pdf

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92 LEVEL 5 The Three Cs, Part 1—Character<br />

Facial proportions. Enlarge facial features such as eyes, chins, and<br />

mouths to convey greater expression and range of emotion. You find this all<br />

the time in Japanese games and anime.<br />

Movement. If you don ’ t have the time and money to spend on fancy<br />

inverse kinematics, motion capture and dynamics, you might be better off<br />

choosing stylized representations for your characters. The more stylized<br />

your character, the more exaggerated the movements can be. Watch and<br />

learn from old Tex Avery cartoons (for example) to see just how far you can<br />

go with exaggerated character movement.<br />

Humanity. The great thing about stylized characters is that they don ’ t have<br />

to be human. Anthropomorphic characters like Ratchet (and Clank), Sly<br />

Cooper and Aero the Acrobat can provide just as much emotion and player<br />

investment as human ones can.<br />

Realistic or stylized? It ’ s a choice that comes down to: what is best for your<br />

game? For example, the Team Fortress 2 team started building their game<br />

with realistically designed characters and then did a 180 with character<br />

designs inspired by artists J. C. Leyendecker, Dean Cornwell, and Norman<br />

Rockwell by way of Pixar. It was a great choice; one that changed the tone<br />

of the entire franchise for the better.<br />

Finally, We Talk about Gameplay<br />

We’ ve discussed what the player looks like, now let ’ s talk about what he<br />

does. All gameplay flows from the main character. You have to think about<br />

the player ’ s relationship to the world. How tall is your character? How tall or<br />

short are all the other characters and enemies in relationship to the main<br />

character? How long is the character ’ s reach? If your character is a quadruped<br />

or a vehicle, how long and wide is it? As you create your character, you<br />

determine these proportions. These proportions become the basis of the<br />

character ’ s metrics: the cornerstone of your gameplay and design.<br />

But before we dive into metrics, let ’ s talk about fencing.<br />

When you fence you learn how far you travel when you step forward, how<br />

far your weapon goes when you extend your arm. A fencer learns that those

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